Server providing competitive game service, program storage medium for use in the server, and method of providing competitive game service using the server

ABSTRACT

A competitive game program and virtual game player list are previously stored in a server. The server provides on network a competitive game service to a plurality of game players&#39; terminals via communication lines. The server sets such that, under the condition that the number of competitors against the game players is below a predetermined number, the competitive game program is activated to play the competitive game with the game players, and notifies, as a competitor, a virtual game player&#39;s name previously entered on the virtual game player list, to the game players who are to play the competitive game with the competitive game program. Therefore, the game player can enjoy the competitive game with the virtual game player, even if the number of competitors is insufficient when receiving the competitive game service. This avoids the inconvenience that although the game player (user) has access to the competitive game site for the purpose of playing the competitive game, the player cannot help giving up playing the game.

FIELD OF THE INVENTIION

[0001] The present invention relates to a server that provides acompetitive game to users on network, a program storage medium for usein the server, and a method of providing a competitive game serviceusing the server.

BACKGROUND OF THE INVENTION

[0002] Recently, a variety of information provision systems usingnetwork have been proposed to prepare information infrastructure.

[0003] Some of such information provision systems provides service tousers, with which players at remote locations can play board games suchas shogi (Japanese chess) and igo (Game of go) by using internet server,and a leased server and leased line for portable telephone, such asi-mode.

[0004] As typical representative of the system providing the board gameservice, there are techniques disclosed in Japanese Unexamined PatentPublication Nos. 56-3078 and 54-110033, and Publication of EP114210.

[0005] In the system disclosed in these Publications, a game player of acompetitive game (a board game such as mah-jongg, shogi, igo, chess, orothelo) starts a personal computer (hereinafter referred to as a “PC”)at the player's convenience to connect with a server through which theplayer can play the competitive game, thereby receiving the service.

[0006] However, against the system of the prior art, the followingproblems have been pointed out.

[0007] (1) It is seldom that the competitor is always present at thetime of connect with the server. Therefore, the fact is that due to theabsence of the competitor, the user often gives up receiving thecompetitive game service and releases the connection with the server. Ifthis circumstance is frequent, the manager (administrator) of the servermight lose the user (membership). From a cost standpoint, it isdifficult to always guarantee a game player on access to the server.

[0008] (2) There is a competitive game in which the user can competewith the server side computer. It is equally true, however, that theuser playing a game via a communication-line has such a potential desirethat “he/she wants to enjoy the game with an actual human player.” Inaddition, if the player of the communication-line competitive game knowsthat the competitor is the computer, it is meaningless to specially usethe communication line because there is no difference with a game orconsumer game that is already installed in a PC.

SUMMARY OF THE INVENTION

[0009] Accordingly, it is an object of the present invention to solvethe above technical problem by providing a server providing acompetitive game service which can solve inconveniences to both of theserver side and the game player side as a user of the server, and aprogram storage medium used in the server, as well as a method ofproviding a competitive game service using the server.

[0010] The present inventor came up with the idea to solve the aboveproblem as follows.

[0011] Specifically, a competitive game program and a virtual gameplayer list are prepared in advance. It is set so that when a gameplayer receives a competitive game service via a terminal on network,the competitive game program is activated to play the game with the gameplayer under the condition that the number of competitors against thegame player is below a predetermined number. As a competitor, a virtualgame player's name on the virtual game player list is notified to thegame player, who is to play the competitive game with the competitivegame program.

[0012] With this construction, the game player can enjoy the competitivegame with the virtual game player, even if the number of competitors isinsufficient when receiving the competitive game service. This avoidsthat although the game player (user) gains access to the competitivegame site for the purpose of playing the competitive game, the playercannot help giving up playing the game. Further, it is avoided that dueto the absence of the competitor, the player reluctantly decides to playthe competitive game with the computer, as in the case with the priorart. That is, when it is automatically judged that the number ofcompetitors is below a predetermined number, a preset virtual playername is notified to start the game. Therefore, the game player may playthe game without detecting the competitor is the computer. This preventsthe game player's fight from being weakened. Also, the server side canprovide such a competitive game environment where the competitive gameis available at any time. It is therefore able to produce such a stageeffect that the competitive game site appears to be always prosperous inthe eyes of the game player as the user of the server.

[0013] In the meanwhile, the term “competitive game” is used herein in acomprehensive sense, i.e., to broadly refer to board games of mah-jongg,shogi, igo, chess, and othelo, besides shogi game between two players.

[0014] The notification of the virtual game player's name is performedas follows: (i) a number of game players lacking for the game areselected from a plurality of virtual game players previously entered onthe virtual game player list; and (ii) as a competitor's name, thevirtual game players' names of the selected game players are sent to theterminal of the game player.

[0015] This construction reduces the possibility of being detected thatthe competitor is the computer, even when the name of a game player whoplayed with the user many times is notified again in the competitivegame on network.

[0016] Preferably, a plurality of competitive game programs serving as acompetitor are prepared in advance, or the difficulty (level) of acompetitive game program is set automatically so that the competitivegame program varies depending on the level of the competitor.

[0017] In particular, the possibility that the game player detects fromthe game pattern that the competitor is the computer, is furthereliminated by preparing in advance plural game programs having differentthinking routines and applying different competitive game programs tovirtual game player' names.

[0018] The present invention, advantages in operating the same and aimswhich is attained by implementing the present invention will be betterappreciated from the following detailed description of illustrativeembodiment thereof, and the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0019]FIG. 1 is a diagram showing, in simplified form, the entireconstruction of an information provision system using a networkaccording to one preferred embodiment of the invention.

[0020]FIG. 2 is a block diagram showing an electric construction of aportable telephone.

[0021]FIG. 3 is a block diagram showing an electric construction of aserver.

[0022]FIG. 4 a diagram showing, in simplified form, the relationshipbetween a simplified information file and a detail information file.

[0023]FIG. 5 is a timing chart showing a procedure of providing theinformation of an information selection system.

[0024]FIG. 6 is a diagram showing an example of “shogi world news” assimplified information provided to a portable telephone.

[0025]FIG. 7 is a diagram showing an example of “formal shogi gameflash” as simplified information provided to a portable telephone.

[0026]FIG. 8 is a diagram showing an example of “pro-shogi tableappreciation” as simplified information provided to a portabletelephone.

[0027]FIG. 9 is a diagram showing an example of “shogi divination” assimplified information provided to a portable telephone.

[0028]FIG. 10 is a diagram showing an example of “next move” assimplified information provided to a portable telephone.

[0029]FIG. 11 is a diagram showing an example of “shogi school” assimplified information provided to a portable telephone.

[0030]FIG. 12 is a diagram showing an example of “aim at pro-shogiplayer!”as simplified information provided to a portable telephone.

[0031]FIG. 13 is a diagram showing an example of “pro-shogi players'profiles” as simplified information provided to a portable telephone.

[0032]FIG. 14 is a schematic diagram illustrating two game modes ofshogi.

[0033]FIG. 15 is a schematic diagram illustrating a method of shogigame.

[0034]FIG. 16 is a schematic diagram illustrating classification basedon the results of shogi games.

[0035]FIGS. 17 and 18 are diagrams showing, in simplified form, adisplay screen in a “game room.”

[0036]FIG. 19 is a flowchart showing the flow of processing forproviding a game standby list.

[0037]FIGS. 20 and 21 are diagrams showing, in simplified form, adisplay screen in “game impression mode.”

[0038]FIG. 22 is a timing chart when downloading a detail information toa personal computer.

[0039]FIG. 23 is a diagram showing, in simplified form, the entire flowof a game of the “aim at pro-shogi player!.”

[0040] FIGS. 24 to 26 are diagrams showing, in simplified form, adisplay screen in the “aim at pro-shogi player!.”

[0041]FIG. 27 is a diagram showing, in simplified form, the entire flowof a game of “title match.”

[0042]FIG. 28 is a flowchart showing the flow of processing of the“title match.”

[0043]FIG. 29 is a diagram showing, in simplified form, a display screenof the ranking in the “title match.”

[0044]FIG. 30 is a schematic diagram illustrating “tsume shogi.”

[0045]FIGS. 31, 32 and 33 are diagrams showing, in simplified form, adisplay screen in the “shogi divination.”

[0046]FIG. 34 is a schematic diagram illustrating other shogi games.

[0047]FIG. 35 is a schematic diagram illustrating information providedto the user in a beginner mode.

[0048]FIG. 36 is a schematic diagram illustrating “shogi entrancecorner” provided to users.

[0049]FIG. 37 is a schematic diagram illustrating other contents thatare provided from a server to users.

DESCRIPTION OF A PREFERRED EMBODIMENT

[0050] Preferred embodiments of an information provision system using anetwork according to the invention will now be described by referring tothe accompanying drawings.

[0051] Construction of Information Provision System

[0052] Referring to FIG. 1, in an information provision system 10according to one preferred embodiment, portable telephones 13A, 13B,13C, . . . are connected via base stations 12A, 12B, . . . to packetexchange network/PDC (personal digital cellular) network 11. Therespective portable telephones 13A, 13B, 13C, . . . can performsending/receiving of voice data and character data with each other, viathe packet exchange network/PDC network 11. As a sending/receiving modeof these data, there is employed, for example, time divisionmultiplexing mode called “TDMA (time division multiple access).”

[0053] By packet communication, the portable telephones 13A, 13B, 13C, .. . can gain access to an information center 15 via the packet exchangenetwork/PDC network 11, in addition to that they performsending/receiving of voice data and character data with each other. Inresponse to a request from the portable telephones 13A, 13B, 13C, . . ., the information center 15 obtains various information from informationprovision servers 17A and 17B connected to an internet 16, or from aninformation provision server 18 connected via a leased line, anddistributes the information to the portable telephones 13A, 13B, 13C, .. . which sent the request. Thereby, the users possessing the portabletelephones 13A, 13B, 13C, . . . can obtain the desired information fromthe information provision server (hereinafter merely referred to as a“server”) 17A, 17B, or 18, irrespective of their whereabouts such asdestination.

[0054] Each of the portable telephones 13A, 13B, 13C, . . . has the sameconstruction.

[0055] Referring to FIG. 2, the portable telephone 13A has a data bus.To the data bus, there is connected (i) CPU 21; (ii) memory 22; (iii)send/receive circuit part 25 performing signal send/receive with thebase stations 12A, 12B, . . . ; (iv) base band processing part 26 thatconverts RF (radio frequency) signals received by the send/receivecircuit part 25 into vase band signals, and converts base band signalsto be sent now into RF signals; (v) microphone 28; (vi) speaker 29;(vii) input/output part 27 that is interface with the microphone 28 andspeaker 29; (viii) display part 24 composed of a liquid crystal displaypanel etc.; and (ix) input operation part 23 containing a keyboard andjog dial.

[0056] The CPU 21 executes a variety of operations according tooperation programs stored in the memory 22, and controls the abovecomponents according to the corresponding operation. The contents of anindividual processing of the CPU 21 are displayed on the display part24, as required.

[0057] When the user inputs the telephone number of the desired calldestination, the input operation part 23 gives data indicating thetelephone number to the CPU 21. The CPU 21, then, sends a connectionrequest via the send/receive circuit part 25 to the call destinationindicated by the telephone number that the user inputted. At this time,the packet exchange network/PDC network 11 connects a line according tothe response of the call destination. When the line is connected, thesend/receive circuit part 25 gives the RF signals from the calldestination, which is received via an antenna, to the base bandprocessing part 26. Upon receipt of the RF signals, the base bandprocessing part 26 converts the RF signals into base band signals. Aftercompleting this signal conversion, the base band processing part 26gives the base band signals to the input/output part 27. Upon receipt ofthe base band signals, the input/output part 27 outputs via the speaker29 the voice signals from the call destination, as voice.

[0058] When the user inputs voice via the microphone 28, theinput/output part 27 gives input voice signals (base band signals),which has been sent from the microphone 28, to the base band processingpart 26. Upon receipt of the base band signals, the base band processingpart 26 converts the base band signals into RF signals. After completingthis conversion processing, the base band processing part 26 sends theRF signals via the send/receive circuit part 25 to the packet exchangenetwork/PDC network 11, thereby sending the RF signals to the calldestination connected on line to the packet exchange network/PDC network11.

[0059] Thus, the users operating the portable telephones 13A, 13B, 13C,. . . can make conversation with other user as the call destination, viathe portable telephone.

[0060] When the user inputs various information (containing characterinformation and specific selection information) by operating the inputoperation part 23, the CPU 21 converts the input information into packetdata and then sends the packet data to the packet exchange network/PDCnetwork 11 via the base band processing part 26 and send/receive circuitpart 25. The packet exchange network/PDC network 11 sends the receivedpacket data to the information center 15. On the other hand, the packetdata information to be sent from the information center 15 via thepacket exchange network/PDC network 11 is superimposed to RF signals.The signals in this state are fetched in send/receive circuit part 25and base band processing part 26, by which the packet data are assembledinto the original data format and given to the display part 24. The datathat is restored to the original format is then displayed on the displaypart 24.

[0061] Thus, the users using the portable telephones 13A, 13B, 13C, . .. can perform sending/receiving of various information with theinformation center 15 that is the connection destination.

[0062] Further, by previously performing entry on a variety of contentsprovided by the servers 17A, 17B and 18, the users operating theportable telephones 13A, 13B, 13C, . . . can join such contents whenthey have access to the information center 15.

[0063] Specifically, the information center 15 fetches a variety ofinformation from the servers 17A, 17B and 18, in response to the requestfrom the portable telephone 13A, 13B, 13C, . . . , and sends the fetchedinformation to the portable telephone 13A, 13B, 13C, . . . , which sentthe request. The portable telephone 13A, 13B, 13C, . . . , whichreceived the information, stores the provision information sent from theserver 17A, 17B, or 18, in the memory 22 and then displays it on thedisplay part 24. The user (player) using the portable telephone 13A,13B, 13C, . . . can further obtain the desired information from theserver 17A, 17B, or 18, by operating the input operation part 23 (e.g.,the operation of selecting one of choices indicated in character whichare displayed on the display part 24 as part of the provisioninformation), while observing the provision information (containingimage information and character information, etc.) displayed on thedisplay part of the individual portable telephone 13A, 13B, 13C, . . .The result of the player's input is sent via the packet exchangenetwork/PDC network 11 to the information center 15, and thentransferred to the server 17A, 17B, or 18, by the information center 15.

[0064] To a public network 51, a personal computer (hereinafter referredto as a “PC”) 53 is connectable via a modem 52. The PC 53 can access tothe server 17A, 17B and 18, via the public network 51 and internet 16.That is, the PC 53 can obtain a variety of provision information fromthe servers 17A, 17B, and 18.

[0065] The server 18 has the same construction as the servers 17A and17B, except that the server 18 is connected to the information center 15via the internet 16.

[0066] Referring to FIG. 3, the server 18 has a data bus, to which isconnected (i) CPU 31, (ii) memory 32, (iii) communication interface 33,and (iv) data base 34.

[0067] The CPU 31 executes a variety of processing according to aprogram stored in the memory 32, and an input aided program to bedescribed later.

[0068] Specifically, the CPU 31 receives information from the portabletelephones 13A, 13B, 13C, . . . , which are sent from the informationcenter 15 via a leased line connected by the communication interface 33,and then stores the received information in the memory 32. Theseinformation contain, for example, the results of selections that theusers selected from the choices presented to the users via the portabletelephones 13A, 13B, 13C, . . . , in response to the provisioninformation. That is, these information are information sent from theportable telephones 13A, 13B, 13C, . . . when these are operated bytheir respective users.

[0069] The CPU 31 reads out a program (containing the input supportprogram) stored in the data base 34 to the memory 32. According to theprogram, the CPU 31 progresses the program based on the informationindicating the result of the user's operation that is stored in thememory 32. The progress result of the program is stored in the data base34.

[0070] In the information provision system 10 of this preferredembodiment, the servers 17A, 17B, and 18 store the provision informationto the portable telephones 13A, 13B, 13C, . . . in the data base 34. Inthis instance, the display part 24 of each portable telephone 13A, 13B,13C, . . . has an extremely limited display space alone in considerationof its portability. Therefore, the contents of information that isprovided from the server 17A, 17B, or 18 to the each portable telephone13A, 13B, 13C, . . . is simplified information corresponding to thedisplay space of the display part 24.

[0071] That is, the above information uses description language (called“HTML for i-mode”, and hereinafter referred to as a “simplified HTML”),in accordance with compact HTML (hereinafter referred to as a “C-HTML”),which is a subset of HTML (hyper text markup language). The simplifiedHTML is obtained by leaving only tags that can be reflected on thedisplay part having the limited space in the tags of the HTML, andcutting away the rest. Therefore, information for portable telephonethat is described in the above-mentioned language (hereinafter referredto as a “simplified information”) can also be displayed on a web browserfor PC that can display information described in HTML. When displaying asimplified HTML by the portable telephones 13A, 13B, 13C, . . . , tagsnot defined in the simplified HTML are merely ignored, without causingany error. It is therefore able to display information described in HTMLeven on the portable telephones 13A, 13B, 13C, . . . Thus, both of HTMLand simplified HTML are description languages having compatibility eachother.

[0072] Both of simplified information described in the simplified HTMLand information described in HTML, which are related to the samecontents, are stored in different files in the same or different servers17A, 17B, and 18. As a method of designating the file, notation usingkey information called “URL (uniform resource locator)” is used. The URLis a standard addressing method for identifying a resource on internet,and is a character string consists of three elements of schema name,host name and file name. The scheme name designates a transfer protocolname. In the case of WWW, “http” is used as its scheme name. The URLdesignates uniquely one resource on internet, and used as WWW pageaddress.

[0073] The simplified information described in simplified HTML isbasically provided to the portable telephones 13A, 13B, 13C, . . . Thissimplified information is available when the user has access bydesignating the menu preset to the portable telephones 13A, 13B, 13C, orby inputting URL. On the other hand, the information described in HTMLis to be provided to the PC 53. This information is available when theuser has access by designating URL on the PC 53.

[0074] In the simplified information provided to the portable telephones13A, 13B, 13C, . . . , URL (key information) indicating the address ofdetail information related to the simplified information contents isdescribed so as to accompany the simplified information contents. In thefile specified by the URL, further detail information is described whichis related to the simplified information describing the URL.

[0075]FIG. 4 shows the relationship between the file of the simplifiedinformation described in simplified HTML and the file wherein moredetail information than the simplified information is described in HTML.Referring to FIG. 4, for example, one contents CONT1 consists of (i)file FIL11 wherein simplified information such as outline and header aredescribed in simplified HTML, and (ii) file FIL12 wherein informationsuch as detail description and image are described in simplified HTML.The files FIL11 and FIL12 are not necessarily required to be stored inthe same server. For instance, as shown in FIG. 1, the files FL11 andFL12 may be stored in the servers 18 and 17B, respectively.

[0076] Referring to FIG. 5, when the user has access to the server 18with the portable telephone 13A and downloads the file FIL11 to theportable telephone 13A, the portable telephone 13A calls the informationcenter 15 (server 18) via the packet exchange network/PDC network 11,for the purpose of securing a channel.

[0077] When the channel is secured, the portable telephone 13Aestablishes a session by an information send/receive means with theportable telephone 13A and requires simplified information to theinformation center 15 (server 18). As the information send/receive meanswith the portable telephone 13A, there are, for example, PPP (point topoint protocol) processing and WAP (wireless application protocol). Onthis occasion, the portable telephone 13A sends both of information forspecifying terminal and address information for specifying informationrequired at that time. The information for specifying terminal consistsof (i) a password previously stored in the memory 22 with the portabletelephone 13A, (ii) terminal identification information (data indicatingportable telephone (PDC)), (iii) information for specifying callingmeans (PDC), (iv) the telephone number of the portable telephone 13A,(v) information of protocol such as WAP used when making connection, and(vi) a variety of option data.

[0078] Based on the request signal and password sent from the portabletelephone 13A, the information center 15 reads the simplifiedinformation from the server 18, and sends the read simplifiedinformation to the portable telephone 13A that is the origin of therequest signal. As a result, the simplified information read from thedata base 34 according to the control program of the server 18, isdisplayed on the display part 24 of the portable telephone 13A.

[0079] The CPU 31 executes the control program that was read from thedata base 34 of the server 18 to the memory 32, thereby realizing (i)the display control of the screen that is displayed on the display part24 of the portable telephone 13A, and (ii) the operation thatinformation that the user inputted via the display screen is sent fromthe portable telephone 13 to the server 18, and this information isstored in the data base 34 and managed by the server 18. The CPU 21 ofthe portable telephone 13A has the function of displaying on the displayscreen the image and character information provided from the server 18,and sending the information that the user inputted via the resultingdisplay screen to the server 18.

[0080] On receipt of the simplified information provided from the server18 to the portable telephone 13A in the above manner, the user can enjoythe contents provided as simplified information (e.g., the contentsabout shogi). It is difficult to display such further detail informationthat the user demands in the contents, on such a small space as thedisplay part 24 of the portable telephone 13A. Therefore, suchinformation is not provided as simplified information. This requiresthat the user observe such detail information with a large amount ofinformation on the PC 53 via a predetermined site.

[0081] Specifically, the address (URL) of the detail information isdisplayed in the simplified information provided from the server 18 tothe portable telephone 13A. The URL is address information of a HTMLfile that contains further detail information about the items on thesimplified information list. The user receives the detail information onthe PC 53 by using the address information displayed on the displayscreen of the portable telephone 13A.

[0082] Accordingly, the user inputs the address information (URL)received by the portable telephone 13A to the PC 53, and has access fromthe PC 53 to the server 17B that stores the file FIL12 containing thedetail information, as shown in FIG. 5. For the purpose of securing achannel, the PC 53 via the public network 51 calls the server 17Bspecified by the URL.

[0083] When the channel is secured, the PC 53 establishes a session withinformation send/receive means with the PC 53, and requires detailinformation to the server 17B. As example of the informationsend/receive means with the PC 53, there are PPC processing and WAP. Inthis instance, the PC 53 sends the server 17B information for specifyingterminal together with a request signal. The information for specifyingterminal consists of (i) a password previously stored in the memory withthe PC 53, (ii) terminal identification information (the PC 53identification data), (iii) information for specifying calling means,(iv) the telephone number of the PC 53, and (v) a variety of optiondata.

[0084] Based on the request signal from the PC 53, the server 17B sendsthe PC 53 the detail information of the specified file FIL12. As aresult, the detail information provided from the server 17B is displayedon the display part of the PC 53. This detail information is informationdescribed in HTML, containing information that is too much to display insuch a small display space as the display part 24 of the portabletelephone 13A. With this detailed information, the user observesinformation next to the simplified information that the user receivedvia the portable telephone 13A.

[0085] Thus, the user can receive via the PC 53 the detail informationas needed, by the following constructions: (i) information forming onecontents is divided into simplified information that can be received bythe portable telephone 13A, and detail information that can be receivedby the PC 53, and (ii) address information (URL) of the next detailinformation is written to the simplified information received by theportable telephone 13A.

[0086] Information Provision on Shogi Site

[0087] The server 18 provides information about shogi (Japanese chess)and a variety of contents including user-participation game services, assimplified information to the portable telephones 13A, 13B, 13C, . . .The program for providing these contents is stored in the memory 32 withthe server 18. The CPU 31 executes this program so that the image datastored in the data base 34 is read and distributed. Contents provisionto the portable telephones 13A, 13B, 13C, . . . is performed in themanner that the program of a game (game between two players/competitivegame) stored in the data base 34 is expanded (developed) on the memory32 and this game program is executed by the CPU 31. The program forproviding the contents and the game program may be stored in otherprogram storage medium, such as a magnetic disk.

[0088] Examples of the contents about shogi are (i) “shogi world news”providing topics and notification about shogi world, (ii) “formal gameflash” providing weekly the schedule and results of major games, asflush news, (iii) “pro-shogi table appreciation” providing shogi tabledata of formal pro-shogi games, (iv) “shogi divination” practicingdivination of the user, (v) “next move” quizzing the user on the nextmove that becomes a winning move, (vi) “shogi school” explaining therule and terms of shogi, (vii) “aim at pro-shogi player” though whichthe user experiences the path toward pro-shogi player in RPG fashion,(viii) “pro-shogi players' profiles” providing career summary ofpro-shogi players, and (ix) “game room” through which the user playsgame with other users. The server 18 provides a series of contents inresponse to the request from the user (portable telephones 13A, 13B,13C, . . . ).

[0089] When the user inputs a connection request to the shogi site byoperating the input operation part 23 of the portable telephone 13A, thetelephone 13A has access to the server 18 via the packet exchangenetwork/PDC network 11 and information center 15. Then, the portabletelephone 13A displays information downloaded from the server 18 on thedisplay part 24, so that a display screen related to the shogi siteappears on the display part 24 of the telephone 13A, as shown in FIG. 6.

[0090] The user can select the desired menu on top page screen G 11 ofthe above display screen.

[0091] When the user selects the “shogi world news” that is the firstmenu, the portable telephone 13A sends the server 18 a signal requestingservice of the “shogi world news.” In response to this, the server 18sends the portable telephone 13A data of the “shogi world news” that isstored in the data base 34 and updated as needed. As a result, a screenG12 of the “shogi world news” is displayed on the display part 24 of theportable telephone 13A. When the user selects one from the itemsdisplayed on the screen G12, the contents of the selected news isdownloaded from the server 18 and displayed on the display part 24, asnews contents screen G13.

[0092] Referring to FIG. 7, when the user selects the “formal gameflush” that is the second menu on the top page screen G11, the portabletelephone 13A sends the server 18 a signal requesting service of the“formal game flush.” In response to this, the server 18 sends theportable telephone 13A data of the “formal game flush” that is stored inthe data base 34 and updated as needed. As a result, a screen G21 of the“formal game flush” is displayed on the display part 24 of the portabletelephone 13A. When the user selects one from the items displayed on thescreen G21, the selected game result is downloaded from the server 18and displayed on the display part 24, as game result screen G22. In thisinstance, every time the data of “formal game flush” stored in the database 34 is updated, the server 18 provides the latest data to theportable telephone 13A with electronic mail service. Therefore, the userof the portable telephone 13A can observe the formal game result throughelectronic-mail receive screen G23, without access to the shogi site.

[0093] Referring to FIG. 8, when the user selects the “pro-shogi tableappreciation” that is the third menu on the top page screen G11, theportable telephone 13A sends the server 18 a signal requesting serviceof the “pro-shogi table appreciation.” In response to this, the server18 sends the portable telephone 13A data of the “pro-shogi tableappreciation” that is stored in the data base 34 and updated as needed.As a result, a screen G31 of the “pro-shogi table appreciation” isdisplayed on the display part 24 of the portable telephone 13A. When theuser selects one from the games displayed on the screen G31, theselected shogi-table data is downloaded from the server 18 and displayedon the display part 24, as shogi- table data screen G32.

[0094] Referring to FIG. 9, when the user selects the “shogi divination”that is the fourth menu on the top page screen G11, the portabletelephone 13A sends the server 18 a signal requesting service of the“shogi divination.” In response to this, the server 18 sends theportable telephone 13A data of the “shogi divination” that is stored inthe data base 34 and updated as needed. As a result, a screen G41 of the“shogi divination” is displayed on the display part 24 of the portabletelephone 13A. When the user selects one from the items displayed on thescreen G41, the server 18 tells the user's fortune by executing thedivination program based on the user's personal information such as dateof birth (previously registered in the data base 34). The result of thedivination is sent to the portable telephone 13A and displayed on thedisplay part 24, as divination result screen G42.

[0095] Referring to FIG. 10, when the user selects the “next move” thatis the fifth menu on the top page screen G11, the portable telephone 13Asends the server 18 a signal requesting service of the “next move.” Inresponse to this, the server 18 sends the portable telephone 13A aquestion of the “next move” that is stored in the data base 34. As aresult, a question screen G51 is displayed on the display part 24 of theportable telephone 13A. It should be noted that the image of ashogi-board on the question screen G51 cannot be displayed at one timein the limited space of the display part 24 of the portable telephone13A. It is required that the user observe the screen while scrolling it.When the user decides and inputs the next move from the state of theshogi-board on the screen G51, the inputted answer (the next move) issent from the portable telephone 13A to the server 18. The server 18judges whether the user's answer is correct or not, and stores thejudgment result in the data base 34. The server 18 also sends a rightanswer to the portable telephone 13A, thereby displaying a right answerscreen G52 on the display part 24 of the telephone 13A.

[0096] Referring to FIG. 11, when the user selects the “shogi school”that is the sixth menu on the top page screen G11, the portabletelephone 13A sends the server 18 a signal requesting service of the“shogi school.” In response to this, the server 18 sends the portabletelephone 13A data of the “shogi school” that is stored in the data base34. As a result, a shogi-school screen G61 is displayed on the displaypart 24 of the portable telephone 13A. When the user selects one of theitems on the screen G61, the server 18 reads from the data base 34 theexplanation data corresponding to the selected item and sends the readexplanation data to the portable telephone 13A. As a result, anexplanation screen G62 is displayed on the display part 24 of theportable telephone 13A.

[0097] Referring to FIG. 12, when the user selects the “aim at pro-shogiplayer!” that is the seventh menu on the top page screen G11, theportable telephone 13A sends the server 18 a signal requesting serviceof the “aim at pro-shogi player!” In response to this, the server 18sends the portable telephone 13A data of the “aim at pro-shogi player!”that is stored in the data base 34. As a result, screen G71 of the “aimat pro-shogi player!” is displayed on the display part 24 of theportable telephone 13A. When the user answers a question on the screenG71, the answer is sent from the telephone 13A to the server 18. Itshould be noted that the image of a shogi-board on the question screenG71 cannot be displayed at one time in the limited space of the displaypart 24 of the portable telephone 13A. It is required that the userobserve the screen while scrolling it. The server 18 marks the user'sanswer and enters the user on the class corresponding to the score.Thereafter, the server 18 sets a game between the user and a player seton the program, so that the user plays the game on the display part 24of the portable telephone 13A. The user is promoted depending on theresult of the game. If the user progresses favorably, pro-shogi playertitle-holder screen G72 is finally displayed on the display part 24.This shows that the user is qualified as pro-shogi player. Service ofthe “aim at pro-shogi player!” will be fully described later.

[0098] Referring to FIG. 13, when the user selects the “pro-shogiplayers' profiles” that is the eighth menu, the portable telephone 13Asends the server 18 a signal requesting service of the “pro-shogiplayers' profiles.” In response to this, the server 18 sends theportable telephone 13A data of the “pro-shogi players' profiles” that isstored in the data base 34 and updated as needed. As a result, a screenG81 of the “pro-shogi players' profiles” is displayed on the displaypart 24 of the portable telephone 13A. When the user selects one frompro-shogi players displayed on the screen G81, the profile of theselected pro-shogi player is downloaded from the server 18 and displayedon the display part 24, as profile contents screen G82.

[0099] When the user selects the “game room” that is the ninth menu, theportable telephone 13A sends the server 18 a signal requesting serviceof the “game room.” In response to this, the server 18 sends theportable telephone 13A data of the “game room” that is stored in thedata base 34. As a result, a screen of “game room” to be described lateris displayed on the display part 24 of the portable telephone 13A. Gameswith other user or computer are available when the user joins the gameroom through the screen of “game room.”

[0100] Description of “Game Room”

[0101] Referring to FIG. 14, as “game room,” a normal game mode M1 andindiscriminate mode M2 are prepared by the server 18. The term “normalgame mode” is the mode that the user entering the game room plays acompetitive game with a competitor of the same class (strength/level) asthe user. The term “indiscriminate mode” is the mode that the server 18selects a competitor irrespective of the class.

[0102] When the user selects the game mode on the display part 24 of theportable telephone 13A, the result of selection is sent to the server18. Upon this, the server 18 selects a competitor according to theselected game mode. When the user selected the normal game mode M1, theserver 18 selects a competitor of the same class. The class is decidedbased on the user's point that is increased or decreased according tothe game result every time the user plays game, as shown in FIG. 15. Inthe initial state, the user receives a required point and starts withthe lowermost class (10th grade) as shown in FIG. 16.

[0103] Referring to FIGS. 17 and 18, the “game room” has (i) “standbymode” that in the absence of competitor, the user is on standby (FIG.17); and (ii) “challenge mode” that in the presence of competitors onstandby, the user selects the desired competitor to play game togetherfrom the standby list (FIG. 18).

[0104] In the “standby mode” shown in FIG. 17, to the message “Noenrollee. Game entry is desired?” on the display part 24 of the portabletelephone 13A, when the user selects “Enrollment,” the display of thedisplay part 24 is changed to the message that “Enrollment is completed.You are informed by mail when everything is ready.” Then, connection isdiscontinued temporally, so that the user is registered on a competitorlist (data base 34). On the other hand, when other user enters the “gameroom” and designates a standby user on the competitor list, the messagethat preparation for game is completed is sent with electronic mailservice from the server 18 to the portable telephone 13A of the standbyuser.

[0105] Specifically, an electronic mail message that “Preparation forgame is completed. Please connect the following address.” is displayedon the display part 24 of the portable telephone 13A. The addresspresented at this time is the address of a site (server) for playinggame. In this preferred embodiment, the user can play game with theserver 18.

[0106] In the “challenge mode” shown in FIG. 18, when the standby useris present, the standby user's name (pen name or handle name) is sentfrom the server 18 to the portable telephone 13A. In this instance, whenthe user selected the “normal game mode” M1, the server 18 selects acompetitor of the same class as the user from the standby users, andenters the selected competitor's name on a game standby list L11. Whenthe user selected the “indiscriminate mode” M2, the server 18 enters allof the game standby users on the game standby list L11.

[0107] Thus, based on the game standby list L11 presented on theportable telephone 13A, the user selects the desired competitor and theresult of selection is sent to the server 18. On receipt of this, theserver 18 starts a game between the user and the competitor selected bythe user in accordance with a predetermined game program.

[0108] In this game program, in consideration of the fact that the gameis played between the users' portables telephones, data described insimplified HTML that complies with their limited display space is usedin data sending/receiving between the server 18 and the users(competitors).

[0109] On receipt of the data described in simplified HTML, the portabletelephone 13A displays on the display part 24 the situations of the gameto such an extent that it is possible to express in the simplified HTML.In this embodiment, it is difficult to display on the display part 24the entire shogi board at one time because the display space of thedisplay part 24 is limited. It is required that the user confirm thesituations of the entire shogi-board by scrolling the screen of thedisplay part 24 on which the shogi-board appears.

[0110] In the case that the user fails to obtain a competitorimmediately in the standby mode shown in FIG. 17, or that the number ofstandby competitors is below the required number in the challenge modeshown in FIG. 18, the server18 sets the necessary number of virtualplayers in accordance with the competitive game program. This is one ofcharacteristic features of the present invention.

[0111] Specifically, referring to FIG. 19, when the user joins the shogisite, the server 18 starts with the step A10 of processing the standbylist L11, and executes the processing of step A11. Thus, the serveraccepts entry for game from users. At this stage, when the user joinsthe “game room” to make application for game, the server 18 executes theprocessing of step A12. At this time, the server 18 counts the number ofplayers on the standby list L11 and judging whether or not the number ofstandby players reaches the required number.

[0112] In step A12, when there is negative response (i.e., the number ofstandby players is below the required number), the server 18 executesthe processing of step A13. Thus, the server 18 sets the necessarynumber of virtual players in accordance with the competitive gameprogram. In this instance, when the user waiting for a competitorselected the “normal game mode” M1, the server 18 sets a virtual playerof a level (strength) equal with this user. When this user selected the“indiscriminate mode” M2, the server 18 sets a virtual player at random,irrespective of this user's level/strength.

[0113] After setting the virtual player, the server 18 executes theprocessing of step A14. Thus, the server 18 sends the virtual player'sinformation set in step A13 to the portable telephone 13A of the userwaiting for a competitor. If no player is present on the standby listL11, in the standby state shown in FIG. 17, connection between theportable telephone 13A and the server 18 is discontinued temporally.Immediately thereafter, the server 18 sets a virtual player and sendsthe portable telephone 13A the information, that preparation for game iscompleted, with electronic mail. At this time, information, that thepresented competitor is a virtual player set in accordance with thecompetitive game program, is not sent to the portable telephone 13A, inorder to make the user believe (recognize) that the presented competitoris the actual player. On the other hand, if some players are present onthe standby list L11, the server 18 adds the necessary number of virtualplayers for satisfying the required number to the standby list L11 ofFIG. 18, so that this information is sent to the portable telephone 13A.Also in this instance, information, that the presented competitor is avirtual player set in accordance with the competitive game program, isnot sent to the portable telephone 13A, in order to make the userbelieve (recognize) that the presented competitor is the actual player.

[0114] Thereafter, when the user selects the desired competitor from thestandby list L11 that is displayed on the display part 24 of theportable telephone 13A, the telephone 13A sends the result of selectionto the server 18.

[0115] In step A15, the server 18 receives this selection result, i.e.,the competitor (player) selected by the user. Then, the server 18executes the processing of step A16. Thus, the server 18 starts thecompetitive game program. Thereby, the user enjoys the competitive gamewith the competitor, via the server 18.

[0116] The result of the competitive game (shogi table) is to be storedin the data base 34 of the server 18, and it is reproducible incompliance with the wish of the user.

[0117] When the competitive game in step A16 is ended, the server 18executes the processing of step A17 and returns processing to step A17(i.e., returns to control routine for executing the shogi site).

[0118] Therefore, the user in the “game room” can quickly obtain acompetitor and enjoy the competitive game. Even if the competitor is avirtual player, the user will recognize that the presented competitor isthe actual player. Accordingly, the user can always obtain the realambience of playing game with the actual human player.

[0119] After the competitive game, the user can observe the competitivegame result (shogi table) by downloading it from the server 18, as shownin FIG. 20.

[0120] For the competitive game with the actual human competitor, theuser can exchange opinions with the competitor about this competitivegame by sending the competitor an impressive “move” and the user'simpression thereon with electronic mail.

[0121] Referring to FIG. 21, a competitive game with a virtual player isreproducible move by move, so that the user restarts the competitivegame with the virtual player from a certain move. The user can studyhis/her ways to move by replacing a certain move with a different moveduring such reproduction of the competitive game. Even when thecompetitor of the reproduced competitive game is the actual human, suchreplacement of move is realized by making computer be competitor.

[0122] Reproduction of the competitive game with the portable telephone13A is achieved by data (simplified HTML) that complies with the limiteddisplay space of the telephone 13A. In the information provision system10 of this preferred embodiment, the above reproduction is achievablewith a terminal device having a large display screen as PCs.

[0123] Specifically, referring to FIG. 22, when on the portabletelephone 13A, the user plays a competitive game with other player orplays the competitive program, via the server 18, the result of thecompetitive game is stored in the different files with the server's database 34, as simplified data and detail data, respectively.

[0124] Thereafter, when the user selects the competitive game'sreproduction (“game impression mode”), the server 18 sends the portabletelephone 13A the URL of the file storing detail data for performingdetail reproduction of the competitive game. This URL is displayed onthe display part 24 of the telephone 13A.

[0125] Based on this, when the user inputs to the PC 53 the above URLand the user's password, the PC 53 sends the inputted URL and passwordto the server 17A having a connection contract with the PC 53. Inresponse to this, the server 17A compares the received password with thepreviously registered password. If they agree, the server 17A judgesthat a legal user has access, and sends a transmission request for dataof the file specified by the URL (i.e., data that reproduce thecomparative game in detail (the comparative game history), to the serverspecified by the received password and URL (the server 18 in thispreferred embodiment). The detail data may be stored in other server.

[0126] On receipt of the transmission request of the detail data, theserver 18 transfers this data to the server 17A that is the origin ofthe request. The server 17A receives the detail data and downloads it tothe PC 53, so that the downloaded detail data is displayed on the PC 53.

[0127] As a result, the large display screen of the PC 53 is composed ofthe detail data that the reproduction of the competitive game isdescribed with HTML format. The screen reproducing the detail datadisplays, for example, the game-playing-face of a shogi board in detailand one time, and individual shogi pieces in fine image. The user canreview the competitive game while observing this screen, or paper onwhich this screen is printed out.

[0128] Description of “Aim at Pro-Shogi Player!”

[0129] When the user selects the “aim at pro-shogi player!” that is theseventh menu on the top page with the portable telephone 13A, the resultof selection is sent from the telephone 13A to the server 18. Inresponse to this, the server 18 provides the portable telephone 13A thegame of becoming a pro-shogi player, as shown in FIG. 23.

[0130] In this game, the user can enjoy such a game that the user mightbe qualified for pro-shogi playe in the world of game (step S24) bypassing through the stages of: (i) becoming pupil in step A21; (ii)joining promotion club in step of A22; and (iii) playing league game inthe uppermost class in step A23.

[0131] Referring to FIG. 24, in step A21, the server 18 sends somequestions testing for capability of shogi to the portable telephone 13A.When the user inputs answers to the questions, the portable telephone13A sends the answers to the server 18. The server 18 scores thereceived answers to classify the user depending on the result.

[0132] After entering the class according to the score, the user plays arequired number of competitive games in step A22 shown in FIG. 25. Theuser's class increases according to the rate of victory in thecompetitive games. If the user is in four places in the highest-classleague game shown in FIG. 26, the user is qualified as pro-shogi player,and the game is over.

[0133] Then, the user thus qualified as pro-shogi player in the gameworld can join several title matches for playing competitive games withother player or the competitive game program in Ohsho-game (step A31),as shown in FIG. 27. If wins the Ohsho-game, the user can proceed to (i)Kioh-game (step A32), (ii) Ohza-game (step A33), (iii) Kisei-game (stepA34), (iv) Ohi-game (step A35), (v) Ryuoh-game (step A36), and (vi)Meijin-game (step A37), in this order. Finally, if wins the Meijin-game,the user is qualified as “Nanakanoh” (Seven-title-holder), and the gameis over.

[0134] Referring to FIG. 28, in each of the title matches, apredetermined number of competitive games are performed in step A41.Each title match comes to end when the number of victory of the user,other player, or competitive game program reaches majority (step A42).If the user wins this title match, the user can play the next titlematch in step A43. If defeats there, the user proceeds to step A44. Byselecting “continue”, the user proceeds to step A45 and re-challenges tothe same title. On the other hand, unless the user selects “continue” instep A44, the user proceeds to step A46, and the game is over.

[0135] The server 18 executes the above-mentioned processing in eachtitle match, in order to make ranking comparisons between the user andother player desiring the same title as the user. In this instance, theuser and this player enter different ranks depending on the number ofchallenges to the title, as shown in FIG. 29. By viewing the rankingdisplay, the user can confirm his/her own level.

[0136] Description of Other Services

[0137] Referring to FIG. 30, as “tsume-shogi” (chess problem) providedfrom the server 18 to the portable telephone 13A, there are (i)“coordinate input method” in which the user is required to thinksolutions by himself/herself and proceed the game by coordinate-inputdesignation on the game-playing-face of shogi board as in normal game,and (ii) “selection method” in which the user selects the right answerfrom three to five items for each move. The “tsume-shogi” facilitatesthe user's understanding of shogi rule.

[0138] Referring to FIG. 31, in “shogi divination” provided from theserver 18 to the portable telephone 13A, when the user selects, forexample, “love fortune” on the item selection screen displayed on thedisplay part 24 of the telephone 13A, the server 18 sends the telephone13A the result of love fortune that is based on the user's date ofbirth. The telephone 13A displays image of “tossing shogi pieces” on thedisplay part 24, until receipt of the divination result. The divinationresults are expressed by combination of pieces, together with commentsin literal characters.

[0139] Referring to FIG. 32, in the “shogi divination”, the user repeatsremoval of an arbitrary piece a required number at the board'sgame-playing face displayed on the display part 24 of the portabletelephone 13A. The order of the removals corresponds to the divinationitems of “love fortune”, “work/study fortune”, and “health fortune.” Thedivination results are obtained depending on the selected piece and thelocation of the piece in the procedure of piece removal.

[0140] Referring to FIG. 33, in the “shogi divination”, the user'sfortune can also be obtained as follows. The user selects the desiredpiece from a plurality of blank pieces displayed on the display part 24of the portable telephone 13A, and the type of the selected piece tellsthe user's fortune.

[0141] Referring to FIG. 34, the server 18 provides the portabletelephone 13A some games in which irregular rules are applied to thenormal game of shogi.

[0142] As example of such games, there are a first game of competing howmany pieces are taken from the competitor within a predetermined numberof moves, such as 100 or 200 moves; and a second game of competing forvictory without using pieces taken from the competitor.

[0143] Referring to FIG. 35, the server 18 provides the portabletelephone 13A some shogi games such as “hasami-shogi” (checkerlike gameon shogi board), and “mawari-shogi” (go-round shogi), which are for theuser who is a beginner.

[0144] In addition, the server 18 opens to the portable telephone 13A“shogi entrance corner” providing explanation of the rule and terms ofshogi. This comer is intended for beginners and aims at increasing shogifan by displaying on the screen, for example, pro-shogi players'portrait characters subjected to deformation, besides information inliteral characters used for explaining the terms etc.

[0145] Referring to FIG. 37, the server 18 also provides variousinformation of shogi. These information contain, for example, pagespresenting pro-shogi players' profiles and pages presenting everydayhappening of pro-shogi players. Thus, the information from the server 18covers a variety of information about shogi, which are useful tofacilitate the user's understanding of shogi and stimulate the user'sinterests in shogi.

[0146] Operations and Effects

[0147] The foregoing preferred embodiment produces mainly the followingoperations and effects.

[0148] (1) The competitive game program and virtual game player list arepreviously stored in a server. The server provides on network acompetitive game service to a plurality of game players' terminals viacommunication lines. The server sets such that, (i) under the conditionthat the number of competitors against a game player is below apredetermined number, a competitive game program is activated to playthe game with the game player; and (ii) as a competitor, a virtual gameplayer's name previously entered on the virtual game player list isnotified to the game player who is to play the competitive game with thecompetitive game program. Therefore, the game player can enjoy thecompetitive game with the virtual game player, even if the number ofcompetitors is insufficient when receiving the competitive game service.This avoids the inconvenience that although the game player (user) gainsaccess to the competitive game site for the purpose of playing thecompetitive game, the player cannot help giving up playing the game, ashas been conventional. It is also avoided that due to the absence of thecompetitor, the player reluctantly decides to play the competitive gamewith the computer, as has been conventional. That is, when it isautomatically judged that the number of competitors is below apredetermined number, a preset virtual player name is notified to startthe game. Therefore, the game player may play the game without detectingthe competitor is the computer. This prevents the game player's fightfrom being weakened. Also, the server side can provide such acompetitive game environment where the competitive game is available atany time. It is therefore able to produce such a stage effect that thecompetitive game site appears to be always prosperous in the eyes of thegame player as the user of the server.

[0149] (2) The notification of the virtual game player's name isperformed as follows: (i) a number of game players lacking for the gameare selected from a plurality of virtual game players previously enteredon the virtual game player list; and (ii) as a competitor's name, thevirtual game players' names of the selected game players are sent to thegame player's terminal. This reduces the possibility of being detectedthat the competitor is the computer, even when the name of a game playerwho played with the user many times is notified again in the competitivegame on network.

[0150] (3) A plurality of competitive game programs having differentthinking routines are prepared in advance, so that different competitivegame programs are applied to virtual game player' names. This furtherreduces the possibility that the game player detects from the gamepattern that the competitor is the computer.

What is claimed is:
 1. A server with a competitive game program andvirtual game player list stored therein, providing on network acompetitive game service to a plurality of game players' terminals viacommunication lines, the server comprising: setting means of settingsuch that, under the condition that the number of competitors againstthe game players is below a predetermined number when the game playersreceive the competitive game service via the terminals, the competitivegame program is activated to play the competitive game with the gameplayers; and notification means of notifying, as a competitor, a virtualgame player's name previously entered on the virtual game player list,to the game players who are to play the competitive game with thecompetitive game program by the setting means.
 2. The server providingthe competitive game according to claim 1, wherein the notificationmeans selects a number of game players lacking for the competitive gamefrom plural virtual game players previously entered on the virtual gameplayer list, and sends, as a competitor's name, the virtual gameplayers' names of the selected game players to the game players'terminals.
 3. A program storage medium used in a server with acompetitive game program and virtual game player list stored therein,providing on network a competitive game service to a plurality of gameplayers' terminals via communication lines, the program storage mediumcomprising: a setting program of setting such that, under the conditionthat the number of competitors against the game players is below apredetermined number when the game players receive the competitive gameservice via the terminals, the competitive game program is activated toplay the competitive game with the game players; and a notificationprogram of notifying, as a competitor, a virtual game player's namepreviously entered on the virtual game player list, to the game playerswho are to play the competitive game with the competitive game programby the setting program.
 4. The program storage medium according to claim3, wherein the notification program selects a number of game playerslacking for the competitive game from plural virtual game playerspreviously entered on the virtual game player list, and sends, as acompetitor's name, the virtual game players' names of the selected gameplayers to the game players' terminals.
 5. A method of providing onnetwork a competitive game service to a plurality of game players'terminals via communication lines, by using a server with a competitivegame program and virtual game player list stored therein, the methodcomprising the steps of: setting such that, under the condition that thenumber of competitors against the game players is below a predeterminednumber when the game players receive the competitive game service viathe terminals, the competitive game program is activated to play thecompetitive game with the game players; and notifying, as a competitor,a virtual game player's name previously entered on the virtual gameplayer list, to the game players who are to play the competitive gamewith the competitive game program in the setting step.
 6. The method ofproviding the competitive game service according to claim 5, wherein thenotification step including the step of: selecting a number of gameplayers lacking for the competitive game from plural virtual gameplayers previously entered on the virtual game player list, and sending,as a competitor's name, the virtual game players' names of the selectedgame players to the game players' terminals.